# Copyright 2018-2019 The glTF-Blender-IO authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
#     http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.

bl_info = {
    'name': 'glTF 2.0 format',
    'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
    "version": (1, 4, 7),
    'blender': (2, 90, 0),
    'location': 'File > Import-Export',
    'description': 'Import-Export as glTF 2.0',
    'warning': '',
    'doc_url': "{BLENDER_MANUAL_URL}/addons/import_export/scene_gltf2.html",
    'tracker_url': "https://github.com/KhronosGroup/glTF-Blender-IO/issues/",
    'support': 'OFFICIAL',
    'category': 'Import-Export',
}

def get_version_string():
    return str(bl_info['version'][0]) + '.' + str(bl_info['version'][1]) + '.' + str(bl_info['version'][2])

#
# Script reloading (if the user calls 'Reload Scripts' from Blender)
#

def reload_package(module_dict_main):
    import importlib
    from pathlib import Path

    def reload_package_recursive(current_dir, module_dict):
        for path in current_dir.iterdir():
            if "__init__" in str(path) or path.stem not in module_dict:
                continue

            if path.is_file() and path.suffix == ".py":
                importlib.reload(module_dict[path.stem])
            elif path.is_dir():
                reload_package_recursive(path, module_dict[path.stem].__dict__)

    reload_package_recursive(Path(__file__).parent, module_dict_main)


if "bpy" in locals():
    reload_package(locals())

import bpy
from bpy.props import (StringProperty,
                       BoolProperty,
                       EnumProperty,
                       IntProperty,
                       CollectionProperty)
from bpy.types import Operator
from bpy_extras.io_utils import ImportHelper, ExportHelper


#
#  Functions / Classes.
#

extension_panel_unregister_functors = []

class ExportGLTF2_Base:
    # TODO: refactor to avoid boilerplate

    def __init__(self):
        from io_scene_gltf2.io.exp import gltf2_io_draco_compression_extension
        self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists()

    bl_options = {'PRESET'}

    export_format: EnumProperty(
        name='Format',
        items=(('GLB', 'glTF Binary (.glb)',
                'Exports a single file, with all data packed in binary form. '
                'Most efficient and portable, but more difficult to edit later'),
               ('GLTF_EMBEDDED', 'glTF Embedded (.gltf)',
                'Exports a single file, with all data packed in JSON. '
                'Less efficient than binary, but easier to edit later'),
               ('GLTF_SEPARATE', 'glTF Separate (.gltf + .bin + textures)',
                'Exports multiple files, with separate JSON, binary and texture data. '
                'Easiest to edit later')),
        description=(
            'Output format and embedding options. Binary is most efficient, '
            'but JSON (embedded or separate) may be easier to edit later'
        ),
        default='GLB'
    )

    ui_tab: EnumProperty(
        items=(('GENERAL', "General", "General settings"),
               ('MESHES', "Meshes", "Mesh settings"),
               ('OBJECTS', "Objects", "Object settings"),
               ('ANIMATION', "Animation", "Animation settings")),
        name="ui_tab",
        description="Export setting categories",
    )

    export_copyright: StringProperty(
        name='Copyright',
        description='Legal rights and conditions for the model',
        default=''
    )

    export_image_format: EnumProperty(
        name='Images',
        items=(('AUTO', 'Automatic',
                'Save PNGs as PNGs and JPEGs as JPEGs. '
                'If neither one, use PNG'),
                ('JPEG', 'JPEG Format (.jpg)',
                'Save images as JPEGs. (Images that need alpha are saved as PNGs though.) '
                'Be aware of a possible loss in quality'),
               ),
        description=(
            'Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web '
            'applications due to the smaller file size'
        ),
        default='AUTO'
    )

    export_texture_dir: StringProperty(
        name='Textures',
        description='Folder to place texture files in. Relative to the .gltf file',
        default='',
    )

    export_texcoords: BoolProperty(
        name='UVs',
        description='Export UVs (texture coordinates) with meshes',
        default=True
    )

    export_normals: BoolProperty(
        name='Normals',
        description='Export vertex normals with meshes',
        default=True
    )

    export_draco_mesh_compression_enable: BoolProperty(
        name='Draco mesh compression',
        description='Compress mesh using Draco',
        default=False
    )

    export_draco_mesh_compression_level: IntProperty(
        name='Compression level',
        description='Compression level (0 = most speed, 6 = most compression, higher values currently not supported)',
        default=6,
        min=0,
        max=6
    )

    export_draco_position_quantization: IntProperty(
        name='Position quantization bits',
        description='Quantization bits for position values (0 = no quantization)',
        default=14,
        min=0,
        max=30
    )

    export_draco_normal_quantization: IntProperty(
        name='Normal quantization bits',
        description='Quantization bits for normal values (0 = no quantization)',
        default=10,
        min=0,
        max=30
    )

    export_draco_texcoord_quantization: IntProperty(
        name='Texcoord quantization bits',
        description='Quantization bits for texture coordinate values (0 = no quantization)',
        default=12,
        min=0,
        max=30
    )

    export_draco_generic_quantization: IntProperty(
        name='Generic quantization bits',
        description='Quantization bits for generic coordinate values like weights or joints (0 = no quantization)',
        default=12,
        min=0,
        max=30
    )

    export_tangents: BoolProperty(
        name='Tangents',
        description='Export vertex tangents with meshes',
        default=False
    )

    export_materials: BoolProperty(
        name='Materials',
        description='Export materials',
        default=True
    )

    export_colors: BoolProperty(
        name='Vertex Colors',
        description='Export vertex colors with meshes',
        default=True
    )

    export_cameras: BoolProperty(
        name='Cameras',
        description='Export cameras',
        default=False
    )

    # keep it for compatibility (for now)
    export_selected: BoolProperty(
        name='Selected Objects',
        description='Export selected objects only',
        default=False
    )

    use_selection: BoolProperty(
        name='Selected Objects',
        description='Export selected objects only',
        default=False
    )

    export_extras: BoolProperty(
        name='Custom Properties',
        description='Export custom properties as glTF extras',
        default=False
    )

    export_yup: BoolProperty(
        name='+Y Up',
        description='Export using glTF convention, +Y up',
        default=True
    )

    export_apply: BoolProperty(
        name='Apply Modifiers',
        description='Apply modifiers (excluding Armatures) to mesh objects -'
                    'WARNING: prevents exporting shape keys',
        default=False
    )

    export_animations: BoolProperty(
        name='Animations',
        description='Exports active actions and NLA tracks as glTF animations',
        default=True
    )

    export_frame_range: BoolProperty(
        name='Limit to Playback Range',
        description='Clips animations to selected playback range',
        default=True
    )

    export_frame_step: IntProperty(
        name='Sampling Rate',
        description='How often to evaluate animated values (in frames)',
        default=1,
        min=1,
        max=120
    )

    export_force_sampling: BoolProperty(
        name='Always Sample Animations',
        description='Apply sampling to all animations',
        default=True
    )

    export_nla_strips: BoolProperty(
        name='Group by NLA Track',
        description=(
            "When on, multiple actions become part of the same glTF animation if "
            "they're pushed onto NLA tracks with the same name. "
            "When off, all the currently assigned actions become one glTF animation"
        ),
        default=True
    )

    export_def_bones: BoolProperty(
        name='Export Deformation Bones Only',
        description='Export Deformation bones only (and needed bones for hierarchy)',
        default=False
    )

    export_current_frame: BoolProperty(
        name='Use Current Frame',
        description='Export the scene in the current animation frame',
        default=False
    )

    export_skins: BoolProperty(
        name='Skinning',
        description='Export skinning (armature) data',
        default=True
    )

    export_all_influences: BoolProperty(
        name='Include All Bone Influences',
        description='Allow >4 joint vertex influences. Models may appear incorrectly in many viewers',
        default=False
    )

    export_morph: BoolProperty(
        name='Shape Keys',
        description='Export shape keys (morph targets)',
        default=True
    )

    export_morph_normal: BoolProperty(
        name='Shape Key Normals',
        description='Export vertex normals with shape keys (morph targets)',
        default=True
    )

    export_morph_tangent: BoolProperty(
        name='Shape Key Tangents',
        description='Export vertex tangents with shape keys (morph targets)',
        default=False
    )

    export_lights: BoolProperty(
        name='Punctual Lights',
        description='Export directional, point, and spot lights. '
                    'Uses "KHR_lights_punctual" glTF extension',
        default=False
    )

    export_displacement: BoolProperty(
        name='Displacement Textures (EXPERIMENTAL)',
        description='EXPERIMENTAL: Export displacement textures. '
                    'Uses incomplete "KHR_materials_displacement" glTF extension',
        default=False
    )

    will_save_settings: BoolProperty(
        name='Remember Export Settings',
        description='Store glTF export settings in the Blender project',
        default=False)

    # Custom scene property for saving settings
    scene_key = "glTF2ExportSettings"

    #

    def invoke(self, context, event):
        settings = context.scene.get(self.scene_key)
        self.will_save_settings = False
        if settings:
            try:
                for (k, v) in settings.items():
                    if k == "export_selected": # Back compatibility for export_selected --> use_selection
                        setattr(self, "use_selection", v)
                        del settings[k]
                        settings["use_selection"] = v
                        print("export_selected is now renamed use_selection, and will be deleted in a few release")
                    else:
                        setattr(self, k, v)
                self.will_save_settings = True

            except (AttributeError, TypeError):
                self.report({"ERROR"}, "Loading export settings failed. Removed corrupted settings")
                del context.scene[self.scene_key]

        import sys
        preferences = bpy.context.preferences
        for addon_name in preferences.addons.keys():
            try:
                if hasattr(sys.modules[addon_name], 'glTF2ExportUserExtension') or hasattr(sys.modules[addon_name], 'glTF2ExportUserExtensions'):
                    extension_panel_unregister_functors.append(sys.modules[addon_name].register_panel())
            except Exception:
                pass

        self.has_active_extenions = len(extension_panel_unregister_functors) > 0
        return ExportHelper.invoke(self, context, event)

    def save_settings(self, context):
        # find all export_ props
        all_props = self.properties
        export_props = {x: getattr(self, x) for x in dir(all_props)
                        if (x.startswith("export_") or x == "use_selection") and all_props.get(x) is not None}

        context.scene[self.scene_key] = export_props

    def execute(self, context):
        import os
        import datetime
        from .blender.exp import gltf2_blender_export

        if self.will_save_settings:
            self.save_settings(context)

        if self.export_format == 'GLB':
            self.filename_ext = '.glb'
        else:
            self.filename_ext = '.gltf'

        # All custom export settings are stored in this container.
        export_settings = {}

        export_settings['timestamp'] = datetime.datetime.now()

        export_settings['gltf_filepath'] = bpy.path.ensure_ext(self.filepath, self.filename_ext)
        export_settings['gltf_filedirectory'] = os.path.dirname(export_settings['gltf_filepath']) + '/'
        export_settings['gltf_texturedirectory'] = os.path.join(
            export_settings['gltf_filedirectory'],
            self.export_texture_dir,
        )

        export_settings['gltf_format'] = self.export_format
        export_settings['gltf_image_format'] = self.export_image_format
        export_settings['gltf_copyright'] = self.export_copyright
        export_settings['gltf_texcoords'] = self.export_texcoords
        export_settings['gltf_normals'] = self.export_normals
        export_settings['gltf_tangents'] = self.export_tangents and self.export_normals

        if self.is_draco_available:
            export_settings['gltf_draco_mesh_compression'] = self.export_draco_mesh_compression_enable
            export_settings['gltf_draco_mesh_compression_level'] = self.export_draco_mesh_compression_level
            export_settings['gltf_draco_position_quantization'] = self.export_draco_position_quantization
            export_settings['gltf_draco_normal_quantization'] = self.export_draco_normal_quantization
            export_settings['gltf_draco_texcoord_quantization'] = self.export_draco_texcoord_quantization
            export_settings['gltf_draco_generic_quantization'] = self.export_draco_generic_quantization
        else:
            export_settings['gltf_draco_mesh_compression'] = False

        export_settings['gltf_materials'] = self.export_materials
        export_settings['gltf_colors'] = self.export_colors
        export_settings['gltf_cameras'] = self.export_cameras

        # compatibility after renaming export_selected to use_selection
        if self.export_selected is True:
            self.report({"WARNING"}, "export_selected is now renamed use_selection, and will be deleted in a few release")
            export_settings['gltf_selected'] = self.export_selected
        else:
            export_settings['gltf_selected'] = self.use_selection

        # export_settings['gltf_selected'] = self.use_selection This can be uncomment when removing compatibility of export_selected
        export_settings['gltf_layers'] = True  # self.export_layers
        export_settings['gltf_extras'] = self.export_extras
        export_settings['gltf_yup'] = self.export_yup
        export_settings['gltf_apply'] = self.export_apply
        export_settings['gltf_current_frame'] = self.export_current_frame
        export_settings['gltf_animations'] = self.export_animations
        if self.export_animations:
            export_settings['gltf_frame_range'] = self.export_frame_range
            export_settings['gltf_force_sampling'] = self.export_force_sampling
            if self.export_force_sampling:
                export_settings['gltf_def_bones'] = self.export_def_bones
            else:
                export_settings['gltf_def_bones'] = False
            export_settings['gltf_nla_strips'] = self.export_nla_strips
        else:
            export_settings['gltf_frame_range'] = False
            export_settings['gltf_move_keyframes'] = False
            export_settings['gltf_force_sampling'] = False
            export_settings['gltf_def_bones'] = False
        export_settings['gltf_skins'] = self.export_skins
        if self.export_skins:
            export_settings['gltf_all_vertex_influences'] = self.export_all_influences
        else:
            export_settings['gltf_all_vertex_influences'] = False
        export_settings['gltf_frame_step'] = self.export_frame_step
        export_settings['gltf_morph'] = self.export_morph
        if self.export_morph:
            export_settings['gltf_morph_normal'] = self.export_morph_normal
        else:
            export_settings['gltf_morph_normal'] = False
        if self.export_morph and self.export_morph_normal:
            export_settings['gltf_morph_tangent'] = self.export_morph_tangent
        else:
            export_settings['gltf_morph_tangent'] = False

        export_settings['gltf_lights'] = self.export_lights
        export_settings['gltf_displacement'] = self.export_displacement

        export_settings['gltf_binary'] = bytearray()
        export_settings['gltf_binaryfilename'] = os.path.splitext(os.path.basename(
            bpy.path.ensure_ext(self.filepath,self.filename_ext)))[0] + '.bin'

        user_extensions = []
        pre_export_callbacks = []
        post_export_callbacks = []

        import sys
        preferences = bpy.context.preferences
        for addon_name in preferences.addons.keys():
            try:
                module = sys.modules[addon_name]
            except Exception:
                continue
            if hasattr(module, 'glTF2ExportUserExtension'):
                extension_ctor = module.glTF2ExportUserExtension
                user_extensions.append(extension_ctor())
            if hasattr(module, 'glTF2ExportUserExtensions'):
                extension_ctors = module.glTF2ExportUserExtensions
                for extension_ctor in extension_ctors:
                    user_extensions.append(extension_ctor())
            if hasattr(module, 'glTF2_pre_export_callback'):
                pre_export_callbacks.append(module.glTF2_pre_export_callback)
            if hasattr(module, 'glTF2_post_export_callback'):
                post_export_callbacks.append(module.glTF2_post_export_callback)
        export_settings['gltf_user_extensions'] = user_extensions
        export_settings['pre_export_callbacks'] = pre_export_callbacks
        export_settings['post_export_callbacks'] = post_export_callbacks

        return gltf2_blender_export.save(context, export_settings)

    def draw(self, context):
        pass # Is needed to get panels available


class GLTF_PT_export_main(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = ""
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'HIDE_HEADER'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_gltf"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.prop(operator, 'export_format')
        if operator.export_format == 'GLTF_SEPARATE':
            layout.prop(operator, 'export_texture_dir', icon='FILE_FOLDER')
        layout.prop(operator, 'export_copyright')
        layout.prop(operator, 'will_save_settings')


class GLTF_PT_export_include(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Include"
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_gltf"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        col = layout.column(heading = "Limit to", align = True)
        col.prop(operator, 'use_selection')

        col = layout.column(heading = "Data", align = True)
        col.prop(operator, 'export_extras')
        col.prop(operator, 'export_cameras')
        col.prop(operator, 'export_lights')


class GLTF_PT_export_transform(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Transform"
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_gltf"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.prop(operator, 'export_yup')


class GLTF_PT_export_geometry(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Geometry"
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_gltf"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.prop(operator, 'export_apply')
        layout.prop(operator, 'export_texcoords')
        layout.prop(operator, 'export_normals')
        col = layout.column()
        col.active = operator.export_normals
        col.prop(operator, 'export_tangents')
        layout.prop(operator, 'export_colors')
        layout.prop(operator, 'export_materials')
        col = layout.column()
        col.active = operator.export_materials
        col.prop(operator, 'export_image_format')


class GLTF_PT_export_geometry_compression(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Compression"
    bl_parent_id = "GLTF_PT_export_geometry"
    bl_options = {'DEFAULT_CLOSED'}

    def __init__(self):
        from io_scene_gltf2.io.exp import gltf2_io_draco_compression_extension
        self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists(quiet=True)

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator
        if operator.is_draco_available:
            return operator.bl_idname == "EXPORT_SCENE_OT_gltf"

    def draw_header(self, context):
        sfile = context.space_data
        operator = sfile.active_operator
        self.layout.prop(operator, "export_draco_mesh_compression_enable", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.active = operator.export_draco_mesh_compression_enable
        layout.prop(operator, 'export_draco_mesh_compression_level')

        col = layout.column(align=True)
        col.prop(operator, 'export_draco_position_quantization', text="Quantize Position")
        col.prop(operator, 'export_draco_normal_quantization', text="Normal")
        col.prop(operator, 'export_draco_texcoord_quantization', text="Tex Coords")
        col.prop(operator, 'export_draco_generic_quantization', text="Generic")


class GLTF_PT_export_animation(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Animation"
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_gltf"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.prop(operator, 'export_current_frame')


class GLTF_PT_export_animation_export(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Animation"
    bl_parent_id = "GLTF_PT_export_animation"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_gltf"

    def draw_header(self, context):
        sfile = context.space_data
        operator = sfile.active_operator
        self.layout.prop(operator, "export_animations", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.active = operator.export_animations

        layout.prop(operator, 'export_frame_range')
        layout.prop(operator, 'export_frame_step')
        layout.prop(operator, 'export_force_sampling')
        layout.prop(operator, 'export_nla_strips')

        row = layout.row()
        row.active = operator.export_force_sampling
        row.prop(operator, 'export_def_bones')


class GLTF_PT_export_animation_shapekeys(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Shape Keys"
    bl_parent_id = "GLTF_PT_export_animation"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_gltf"

    def draw_header(self, context):
        sfile = context.space_data
        operator = sfile.active_operator
        self.layout.prop(operator, "export_morph", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.active = operator.export_morph

        layout.prop(operator, 'export_morph_normal')
        col = layout.column()
        col.active = operator.export_morph_normal
        col.prop(operator, 'export_morph_tangent')


class GLTF_PT_export_animation_skinning(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Skinning"
    bl_parent_id = "GLTF_PT_export_animation"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_gltf"

    def draw_header(self, context):
        sfile = context.space_data
        operator = sfile.active_operator
        self.layout.prop(operator, "export_skins", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.active = operator.export_skins
        layout.prop(operator, 'export_all_influences')

class GLTF_PT_export_user_extensions(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Extensions"
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_gltf" and operator.has_active_extenions

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.


class ExportGLTF2(bpy.types.Operator, ExportGLTF2_Base, ExportHelper):
    """Export scene as glTF 2.0 file"""
    bl_idname = 'export_scene.gltf'
    bl_label = 'Export glTF 2.0'

    filename_ext = ''

    filter_glob: StringProperty(default='*.glb;*.gltf', options={'HIDDEN'})


def menu_func_export(self, context):
    self.layout.operator(ExportGLTF2.bl_idname, text='glTF 2.0 (.glb/.gltf)')


class ImportGLTF2(Operator, ImportHelper):
    """Load a glTF 2.0 file"""
    bl_idname = 'import_scene.gltf'
    bl_label = 'Import glTF 2.0'
    bl_options = {'REGISTER', 'UNDO'}

    filter_glob: StringProperty(default="*.glb;*.gltf", options={'HIDDEN'})

    files: CollectionProperty(
        name="File Path",
        type=bpy.types.OperatorFileListElement,
    )

    loglevel: IntProperty(
        name='Log Level',
        description="Log Level")

    import_pack_images: BoolProperty(
        name='Pack Images',
        description='Pack all images into .blend file',
        default=True
    )

    merge_vertices: BoolProperty(
        name='Merge Vertices',
        description=(
            'The glTF format requires discontinuous normals, UVs, and '
            'other vertex attributes to be stored as separate vertices, '
            'as required for rendering on typical graphics hardware. '
            'This option attempts to combine co-located vertices where possible. '
            'Currently cannot combine verts with different normals'
        ),
        default=False,
    )

    import_shading: EnumProperty(
        name="Shading",
        items=(("NORMALS", "Use Normal Data", ""),
               ("FLAT", "Flat Shading", ""),
               ("SMOOTH", "Smooth Shading", "")),
        description="How normals are computed during import",
        default="NORMALS")

    bone_heuristic: EnumProperty(
        name="Bone Dir",
        items=(
            ("BLENDER", "Blender (best for re-importing)",
                "Good for re-importing glTFs exported from Blender. "
                "Bone tips are placed on their local +Y axis (in glTF space)"),
            ("TEMPERANCE", "Temperance (average)",
                "Decent all-around strategy. "
                "A bone with one child has its tip placed on the local axis "
                "closest to its child"),
            ("FORTUNE", "Fortune (may look better, less accurate)",
                "Might look better than Temperance, but also might have errors. "
                "A bone with one child has its tip placed at its child's root. "
                "Non-uniform scalings may get messed up though, so beware"),
        ),
        description="Heuristic for placing bones. Tries to make bones pretty",
        default="TEMPERANCE",
    )

    guess_original_bind_pose: BoolProperty(
        name='Guess Original Bind Pose',
        description=(
            'Try to guess the original bind pose for skinned meshes from '
            'the inverse bind matrices. '
            'When off, use default/rest pose as bind pose'
        ),
        default=True,
    )

    def draw(self, context):
        layout = self.layout

        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        layout.prop(self, 'import_pack_images')
        layout.prop(self, 'merge_vertices')
        layout.prop(self, 'import_shading')
        layout.prop(self, 'guess_original_bind_pose')
        layout.prop(self, 'bone_heuristic')

    def execute(self, context):
        return self.import_gltf2(context)

    def import_gltf2(self, context):
        import os

        self.set_debug_log()
        import_settings = self.as_keywords()

        if self.files:
            # Multiple file import
            ret = {'CANCELLED'}
            dirname = os.path.dirname(self.filepath)
            for file in self.files:
                path = os.path.join(dirname, file.name)
                if self.unit_import(path, import_settings) == {'FINISHED'}:
                    ret = {'FINISHED'}
            return ret
        else:
            # Single file import
            return self.unit_import(self.filepath, import_settings)

    def unit_import(self, filename, import_settings):
        import time
        from .io.imp.gltf2_io_gltf import glTFImporter
        from .blender.imp.gltf2_blender_gltf import BlenderGlTF

        self.gltf_importer = glTFImporter(filename, import_settings)
        success, txt = self.gltf_importer.read()
        if not success:
            self.report({'ERROR'}, txt)
            return {'CANCELLED'}
        success, txt = self.gltf_importer.checks()
        if not success:
            self.report({'ERROR'}, txt)
            return {'CANCELLED'}
        print("Data are loaded, start creating Blender stuff")
        start_time = time.time()
        BlenderGlTF.create(self.gltf_importer)
        elapsed_s = "{:.2f}s".format(time.time() - start_time)
        print("glTF import finished in " + elapsed_s)
        self.gltf_importer.log.removeHandler(self.gltf_importer.log_handler)

        return {'FINISHED'}

    def set_debug_log(self):
        import logging
        if bpy.app.debug_value == 0:
            self.loglevel = logging.CRITICAL
        elif bpy.app.debug_value == 1:
            self.loglevel = logging.ERROR
        elif bpy.app.debug_value == 2:
            self.loglevel = logging.WARNING
        elif bpy.app.debug_value == 3:
            self.loglevel = logging.INFO
        else:
            self.loglevel = logging.NOTSET


def menu_func_import(self, context):
    self.layout.operator(ImportGLTF2.bl_idname, text='glTF 2.0 (.glb/.gltf)')


classes = (
    ExportGLTF2,
    GLTF_PT_export_main,
    GLTF_PT_export_include,
    GLTF_PT_export_transform,
    GLTF_PT_export_geometry,
    GLTF_PT_export_geometry_compression,
    GLTF_PT_export_animation,
    GLTF_PT_export_animation_export,
    GLTF_PT_export_animation_shapekeys,
    GLTF_PT_export_animation_skinning,
    GLTF_PT_export_user_extensions,
    ImportGLTF2
)


def register():
    for c in classes:
        bpy.utils.register_class(c)
    # bpy.utils.register_module(__name__)

    # add to the export / import menu
    bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
    bpy.types.TOPBAR_MT_file_import.append(menu_func_import)


def unregister():
    for c in classes:
        bpy.utils.unregister_class(c)
    for f in extension_panel_unregister_functors:
        f()
    extension_panel_unregister_functors.clear()

    # bpy.utils.unregister_module(__name__)

    # remove from the export / import menu
    bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
    bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
